compiler: Add a note about how num_ssbos works in the program info.
[mesa.git] / src / compiler / shader_info.h
1 /*
2 * Copyright © 2016 Intel Corporation
3 *
4 * Permission is hereby granted, free of charge, to any person obtaining a
5 * copy of this software and associated documentation files (the "Software"),
6 * to deal in the Software without restriction, including without limitation
7 * the rights to use, copy, modify, merge, publish, distribute, sublicense,
8 * and/or sell copies of the Software, and to permit persons to whom the
9 * Software is furnished to do so, subject to the following conditions:
10 *
11 * The above copyright notice and this permission notice (including the next
12 * paragraph) shall be included in all copies or substantial portions of the
13 * Software.
14 *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
18 * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
20 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
21 * IN THE SOFTWARE.
22 *
23 */
24
25 #ifndef SHADER_INFO_H
26 #define SHADER_INFO_H
27
28 #include "shader_enums.h"
29 #include <stdint.h>
30
31 #ifdef __cplusplus
32 extern "C" {
33 #endif
34
35 struct spirv_supported_capabilities {
36 bool address;
37 bool atomic_storage;
38 bool demote_to_helper_invocation;
39 bool derivative_group;
40 bool descriptor_array_dynamic_indexing;
41 bool descriptor_array_non_uniform_indexing;
42 bool descriptor_indexing;
43 bool device_group;
44 bool draw_parameters;
45 bool float64;
46 bool fragment_shader_sample_interlock;
47 bool fragment_shader_pixel_interlock;
48 bool geometry_streams;
49 bool image_ms_array;
50 bool image_read_without_format;
51 bool image_write_without_format;
52 bool int8;
53 bool int16;
54 bool int64;
55 bool int64_atomics;
56 bool kernel;
57 bool min_lod;
58 bool multiview;
59 bool physical_storage_buffer_address;
60 bool post_depth_coverage;
61 bool runtime_descriptor_array;
62 bool float_controls;
63 bool shader_clock;
64 bool shader_viewport_index_layer;
65 bool stencil_export;
66 bool storage_8bit;
67 bool storage_16bit;
68 bool storage_image_ms;
69 bool subgroup_arithmetic;
70 bool subgroup_ballot;
71 bool subgroup_basic;
72 bool subgroup_quad;
73 bool subgroup_shuffle;
74 bool subgroup_vote;
75 bool tessellation;
76 bool transform_feedback;
77 bool variable_pointers;
78 bool vk_memory_model;
79 bool vk_memory_model_device_scope;
80 bool float16;
81 bool amd_gcn_shader;
82 bool amd_shader_ballot;
83 bool amd_trinary_minmax;
84 bool amd_image_read_write_lod;
85 };
86
87 typedef struct shader_info {
88 const char *name;
89
90 /* Descriptive name provided by the client; may be NULL */
91 const char *label;
92
93 /** The shader stage, such as MESA_SHADER_VERTEX. */
94 gl_shader_stage stage:8;
95
96 /** The shader stage in a non SSO linked program that follows this stage,
97 * such as MESA_SHADER_FRAGMENT.
98 */
99 gl_shader_stage next_stage:8;
100
101 /* Number of textures used by this shader */
102 uint8_t num_textures;
103 /* Number of uniform buffers used by this shader */
104 uint8_t num_ubos;
105 /* Number of atomic buffers used by this shader */
106 uint8_t num_abos;
107 /* Number of shader storage buffers (max .driver_location + 1) used by this
108 * shader. In the case of nir_lower_atomics_to_ssbo being used, this will
109 * be the number of actual SSBOs in gl_program->info, and the lowered SSBOs
110 * and atomic counters in nir_shader->info.
111 */
112 uint8_t num_ssbos;
113 /* Number of images used by this shader */
114 uint8_t num_images;
115 /* Index of the last MSAA image. */
116 int8_t last_msaa_image;
117
118 /* Which inputs are actually read */
119 uint64_t inputs_read;
120 /* Which outputs are actually written */
121 uint64_t outputs_written;
122 /* Which outputs are actually read */
123 uint64_t outputs_read;
124 /* Which system values are actually read */
125 uint64_t system_values_read;
126
127 /* Which patch inputs are actually read */
128 uint32_t patch_inputs_read;
129 /* Which patch outputs are actually written */
130 uint32_t patch_outputs_written;
131 /* Which patch outputs are read */
132 uint32_t patch_outputs_read;
133
134 /** Bitfield of which textures are used */
135 uint32_t textures_used;
136
137 /** Bitfield of which textures are used by texelFetch() */
138 uint32_t textures_used_by_txf;
139
140 /* SPV_KHR_float_controls: execution mode for floating point ops */
141 uint16_t float_controls_execution_mode;
142
143 /* The size of the gl_ClipDistance[] array, if declared. */
144 uint8_t clip_distance_array_size:4;
145
146 /* The size of the gl_CullDistance[] array, if declared. */
147 uint8_t cull_distance_array_size:4;
148
149 /* Whether or not this shader ever uses textureGather() */
150 bool uses_texture_gather:1;
151
152 /**
153 * True if this shader uses the fddx/fddy opcodes.
154 *
155 * Note that this does not include the "fine" and "coarse" variants.
156 */
157 bool uses_fddx_fddy:1;
158
159 /**
160 * True if this shader uses 64-bit ALU operations
161 */
162 bool uses_64bit:1;
163
164 /* Whether the first UBO is the default uniform buffer, i.e. uniforms. */
165 bool first_ubo_is_default_ubo:1;
166
167 /* Whether or not separate shader objects were used */
168 bool separate_shader:1;
169
170 /** Was this shader linked with any transform feedback varyings? */
171 bool has_transform_feedback_varyings:1;
172
173 /* Whether flrp has been lowered. */
174 bool flrp_lowered:1;
175
176 union {
177 struct {
178 /* Which inputs are doubles */
179 uint64_t double_inputs;
180
181 /* For AMD-specific driver-internal shaders. It replaces vertex
182 * buffer loads with code generating VS inputs from scalar registers.
183 *
184 * Valid values: SI_VS_BLIT_SGPRS_POS_*
185 */
186 uint8_t blit_sgprs_amd:4;
187
188 /* True if the shader writes position in window space coordinates pre-transform */
189 bool window_space_position:1;
190 } vs;
191
192 struct {
193 /** The output primitive type (GL enum value) */
194 uint16_t output_primitive;
195
196 /** The input primitive type (GL enum value) */
197 uint16_t input_primitive;
198
199 /** The maximum number of vertices the geometry shader might write. */
200 uint16_t vertices_out;
201
202 /** 1 .. MAX_GEOMETRY_SHADER_INVOCATIONS */
203 uint8_t invocations;
204
205 /** The number of vertices recieves per input primitive (max. 6) */
206 uint8_t vertices_in:3;
207
208 /** Whether or not this shader uses EndPrimitive */
209 bool uses_end_primitive:1;
210
211 /** Whether or not this shader uses non-zero streams */
212 bool uses_streams:1;
213 } gs;
214
215 struct {
216 bool uses_discard:1;
217
218 /**
219 * True if this fragment shader requires helper invocations. This
220 * can be caused by the use of ALU derivative ops, texture
221 * instructions which do implicit derivatives, and the use of quad
222 * subgroup operations.
223 */
224 bool needs_helper_invocations:1;
225
226 /**
227 * Whether any inputs are declared with the "sample" qualifier.
228 */
229 bool uses_sample_qualifier:1;
230
231 /**
232 * Whether early fragment tests are enabled as defined by
233 * ARB_shader_image_load_store.
234 */
235 bool early_fragment_tests:1;
236
237 /**
238 * Defined by INTEL_conservative_rasterization.
239 */
240 bool inner_coverage:1;
241
242 bool post_depth_coverage:1;
243
244 /**
245 * \name ARB_fragment_coord_conventions
246 * @{
247 */
248 bool pixel_center_integer:1;
249 bool origin_upper_left:1;
250 /*@}*/
251
252 bool pixel_interlock_ordered:1;
253 bool pixel_interlock_unordered:1;
254 bool sample_interlock_ordered:1;
255 bool sample_interlock_unordered:1;
256
257 /**
258 * Flags whether NIR's base types on the FS color outputs should be
259 * ignored.
260 *
261 * GLSL requires that fragment shader output base types match the
262 * render target's base types for the behavior to be defined. From
263 * the GL 4.6 spec:
264 *
265 * "If the values written by the fragment shader do not match the
266 * format(s) of the corresponding color buffer(s), the result is
267 * undefined."
268 *
269 * However, for NIR shaders translated from TGSI, we don't have the
270 * output types any more, so the driver will need to do whatever
271 * fixups are necessary to handle effectively untyped data being
272 * output from the FS.
273 */
274 bool untyped_color_outputs:1;
275
276 /** gl_FragDepth layout for ARB_conservative_depth. */
277 enum gl_frag_depth_layout depth_layout:3;
278 } fs;
279
280 struct {
281 uint16_t local_size[3];
282
283 bool local_size_variable:1;
284 uint8_t user_data_components_amd:3;
285
286 /*
287 * Arrangement of invocations used to calculate derivatives in a compute
288 * shader. From NV_compute_shader_derivatives.
289 */
290 enum gl_derivative_group derivative_group:2;
291
292 /**
293 * Size of shared variables accessed by the compute shader.
294 */
295 unsigned shared_size;
296
297 /**
298 * pointer size is:
299 * AddressingModelLogical: 0 (default)
300 * AddressingModelPhysical32: 32
301 * AddressingModelPhysical64: 64
302 */
303 unsigned ptr_size;
304 } cs;
305
306 /* Applies to both TCS and TES. */
307 struct {
308 uint16_t primitive_mode; /* GL_TRIANGLES, GL_QUADS or GL_ISOLINES */
309
310 /** The number of vertices in the TCS output patch. */
311 uint8_t tcs_vertices_out;
312 enum gl_tess_spacing spacing:2;
313
314 /** Is the vertex order counterclockwise? */
315 bool ccw:1;
316 bool point_mode:1;
317 } tess;
318 };
319 } shader_info;
320
321 #ifdef __cplusplus
322 }
323 #endif
324
325 #endif /* SHADER_INFO_H */